Difference between revisions of "Spark"
From OakthorneWiki
Jump to navigationJump to searchLine 72: | Line 72: | ||
===Knowledge=== | ===Knowledge=== | ||
* '''Bad Motivator:''' Make a Mechanics ([[Image:Difficulty-die.png|18px]][[Image:Difficulty-die.png|18px]][[Image:Difficulty-die.png|18px]]) check to cause one targeted device to spontaneously fail. | * '''Bad Motivator:''' Make a Mechanics ([[Image:Difficulty-die.png|18px]][[Image:Difficulty-die.png|18px]][[Image:Difficulty-die.png|18px]]) check to cause one targeted device to spontaneously fail. | ||
− | * '''Fine Tuning:''' ''Rank | + | * '''Fine Tuning:''' ''Rank 2''. When reducing the amount of system strain on a vehicle, reduce 1 additional strain per rank. |
* '''Gearhead:''' ''Rank 2''. Remove [[Image:Setback-die.png|18px]] per rank from Mechanics checks. Halve credit cost to add mods to attachments. | * '''Gearhead:''' ''Rank 2''. Remove [[Image:Setback-die.png|18px]] per rank from Mechanics checks. Halve credit cost to add mods to attachments. | ||
* '''Redundant Systems:''' Make a Mechanics ([[Image:Difficulty-die.png|18px]]) check to harvest components from a functioning device, without breaking it, to repair a broken one. | * '''Redundant Systems:''' Make a Mechanics ([[Image:Difficulty-die.png|18px]]) check to harvest components from a functioning device, without breaking it, to repair a broken one. | ||
* '''Solid Repairs:''' ''Rank 2''. Repair 1 additional hull trauma per rank when repairing vehicles. | * '''Solid Repairs:''' ''Rank 2''. Repair 1 additional hull trauma per rank when repairing vehicles. | ||
− | |||
===Social=== | ===Social=== | ||
x | x | ||
===Traits=== | ===Traits=== | ||
− | + | * '''Toughened:''' ''Rank 2''. Gain +2 wound threshold. | |
==Trees== | ==Trees== |
Revision as of 22:17, 28 June 2017
Spark
|
Species: Human • Career: Technician • Specializations: Mechanic Motivations: xx |
Characteristics
|
Brawn | 2 | Agility | 2 | Intellect | 4 |
Cunning | 2 | Willpower | 2 | Presence | 2 |
Skills
|
Talents
|
Mechanic: Bad Motivator, Fine Tuning, Gearhead (x2), Redundant Systems, Solid Repairs (x2) |
The Force
|
Force Rating: - |
Force Powers: None |
Combat
|
Soak: 3 • Armor: Heavy Clothing Ranged Defense: 0 • Melee Defense: 0 Wound Threshold: 12 • Strain Threshold: 12 |
Weapons
|
Cyberarm (+1 Brawn, included Repulsor Fist) |
Experience Points
|
Earned: 0 (Current Game 0) |
Spent Experience
|
0 (Unspent: 0) |
Background
- ???
Weapons & Gear
- Cyberarm (PUNCHING): Engaged • Dam 2/3 • Crit 5 • Disorient 1, Knockdown
- Repulsorfist: Engaged • Dam 8 • Crit 3 • Concussive 1, Slow Firing 2
- Heavy Clothing: Def 0, Soak 1
- Utility Belt: electronics toolkit, slicing gear
Talents
Knowledge
- Bad Motivator: Make a Mechanics () check to cause one targeted device to spontaneously fail.
- Fine Tuning: Rank 2. When reducing the amount of system strain on a vehicle, reduce 1 additional strain per rank.
- Gearhead: Rank 2. Remove per rank from Mechanics checks. Halve credit cost to add mods to attachments.
- Redundant Systems: Make a Mechanics () check to harvest components from a functioning device, without breaking it, to repair a broken one.
- Solid Repairs: Rank 2. Repair 1 additional hull trauma per rank when repairing vehicles.
Social
x
Traits
- Toughened: Rank 2. Gain +2 wound threshold.
Trees
Experience Expenditures
- ???
System Symbols
Dice
Setback: Difficulty: Challenge:
Results
Light Side Point: Dark Side Point: Force Point (Either):